This is where you'll find all the details and contestants for the Sumea Modeller challenges!
Sumea Modeller Challenge
The Villain - Highpoly Challenge #1 - Idaho
Im tossing up between a few ideas....
* Villainous cartoons style lemur (short fur)
* Marvel superhero proportioned Villain
* A cross between the 'Penguin' from Batman, and that spidery thing off 'Monsters inc'.
Gregor the villainous, here is some progress...
[img]http://www.sumea.com.au/simages2/104_gregorL.jpg[/img]
And a close up of the head (still fairly symetrical at this stage)...
[img]http://www.sumea.com.au/simages2/104_gregorheadL.jpg[/img]
That is the most disgusting face I have ever seen, I love it. Being a well padded man myself that second stomach roll isnt quite right, unless he is leaning forward quite a bit, and even then its more of a folding of the upper and lower fat rolls into each other. Not sure if that makes sense :P But apart from that it's looking good, very evil garden gnome.
He reminds me of a guy at work. He has been dubbed 'The Angry Garden Gnome'. As soon as I saw your guy I cracked up. Good work. I love how his face has that really sloppy look (and not just the shader).
I do agree with Ionized's comment about his tits. There definitely has to be more clevage there. His stomach also looks a bit 'flat'. He could probably do with a bit of sagging around his stomach (to keep up the sloppy look).
Looks very cool though.
Hey Guys, thanks for all your crits so far. Keep them coming!!!
here is a working mesh of 'Gregor the villainous' as requested by Mr Inglis
[img]http://www.sumea.com.au/simages2/104_workmeshL.jpg[/img]
Im still working with the hands so far so i will post an update on them when they are presentable.
Cheers!
The Villain - Highpoly Challenge #1 - SB
Just throwing my name in the hat.
I'm undecided, whether or not I want to do a historical guy, or one I've made up, I've got ideas for both.
Made up one!
[img]http://www.boomspeed.com/sorcerorbob/steiner.gif[/img]
'After falling into a beer tank and narrowly escaping death, Steiner McKeg began to develop in ways unique to his age, at 3, he refused to be seen in any clothes other than faded blue singlets and stubby shorts, at 4 he could burp the alphabet, when he was six, he could fart the national anthem - he was a popular young boy.
His parents, though, were worried, a boy his age shouldn't be leaving pinch marks on the rear of every girl or woman that walked past him. Without considering alternatives, they locked the young boy in the basement.
Twelve years later, on his 18th birthday, his father climbed down the basement steps, with two bottles of beer in his hands. 'Happy Birthday son', he said while opening one of the bottles, he handed the lager to Steiner, who first sniffed the liquid, then took a small sip to test the taste. His eyes lit up, and the rest of the bottle was emptied down his throat.
Before his fathers eyes, he began to change, Steiners frame, almost skeletal from years without excercise began to put on bulk, muscle and fat soon transformed his body into that of an eight foot tall giant. Steiner reached down and took the other bottle out of his fathers trembling hands. 'What, is it?' he asked, his deep, nasally voice making his father jump.
'It's beer.'
And so, Steiners life had purpose, for no particular reason at all, he would reap terror on humanity, while getting drunk at the same time. He drank down the beer, marvelling at the taste, before knocking his father out with the bottle and escaping up the stairs to freedom..'
err. scuse the long story.
This is the character I will be building.. It'll be a change from my usual stuff, in that he'll be a fatso rather than completely buffed up, he's armed with a beer cannon(keg on his back for ammo), fired by pulling on the tap at the top of the weapon. In his left hand, is an oversized bottle opener.
Err, any questions/comments?
Happy Camper - I think he'll have just a made up beer type, while it would be cool to make him a VB man, I think it would be sending the wrong message - that drinking VB is good.
Yup, the bandoleer will be filled with all kinds of useful accesories. Beer cap shurikens, Can-grenades, not to mention salted nuts, to fuel the flaming flatulence power.
[img]http://www.boomspeed.com/sorcerorbob/keg.jpg[/img]
Not a great deal done unfortunately.. My spare time is mostly going into sleep.. Stupid work. Theres probably an extra 30 minutes of work been put into this guy.. mainly nipples, extra saggage on man boobs, as well as a clean up of the low res mesh.
I'm still in the comp. Just kinda slow :(
found some time with which to scratch myself..
[img]http://www.boomspeed.com/sorcerorbob/kegpimp.jpg[/img]
Doesn't look like a whole lot has changed, but I've cleaned up alot of horrible things, still have more horrible things to clean up, but it's more efficient than it was at the time of my last pimp.
I've learnt alot already, which is what I'm most pleased with.. I didn't enter this comp to win it :) but to learn!!
I would like to also say, that it is impossible to search for 'fat middle aged male' on google, without getting a tonne of porno links. Lack of reference has been an issue :)
When I had to make a fat stoner guy for our Commercial Production at the AIE, i used reference of Chris Farely a lot. SNL (Saturday Night Live) was a big help, but his movies should also be of help as he seemed to hate wearing clothes for too long :) There was one skit on SNL that was particulary useful. He is trying out as a Chip 'n' Dale's dancer, so a lot of angles and nakedness.
he is looking good at the moment though. It's good to hear that you are learning a lot :)
[img]http://www.boomspeed.com/sorcerorbob/keglegs.jpg[/img]
*points at time* This working nights thing sucks.. I decided to stay up a little longer than usual, and do some modelling love.
I did manage to find some references of fat guys, my guy is quite different to them. I'm going to have to adjust some areas to make him more 'fatty' - but I'm trying to get a balance between muscle and flab. Let me know what you think.
[img]http://www.boomspeed.com/sorcerorbob/kegnudodudo.jpg[/img]
Work ran out of money for the week :D So I was able to spend some time at home modelling.
I've decided that feet suck.. More to the point, toes are crap.. I don't think it looks *too* bad..
Took the shorts off, and started modelling the groin/hip area.. Again, I really had problems thanks to lack of correct ref, but I think it's sort of right.. Nearly. And yes, you can see the early stages, of the wang. It's not going to be uber defined with mega dynamics and veinage, sorry guys.. Just enough for me to build accurate stubby shorts over the top
Let me know what you think, I'm actually suprised.. It's not looking crap.
Tomorrow, provided work don't want me, I'll start on the clothes. With a bit of luck, I'll actually get it finished. :)
Looking pretty good Bob. Your concept art has him wearing big boots, so don't even bother with his feet (I'm not with mine ;) ). His knee caps a little too centred and a bit too thin (narrow, whatever). Just push them a little out and fatten those babies out and the should look good. The back of his arse shouldn't be quite so pert. Sag it down to his kneecaps. The roll(s) of flab right under his shoulder need a bit more shaping to them. On beefer guys, they tend to start higher up near the spine, and sag down as they reach the outer edge of the body. They then curve back up and meet the breasts. The wang is good enough, but should be more of a 'lowrider'. Let's get reverse sexism into this industry :D
Keep on going, he should look really good at the end. Well done for your first high poly guy as well.
I found a tute for making feet that you may find useful.
http://www.3dtotal.com/team/tutorials/mayafeet/mayafeet1.asp
It is meant for Maya, but I'm sure you will adapt :)
The Villain - Highpoly Challenge #1 - NINJA
Oh baby yeah !!!! im definately in on this one [:)] ill work on concept soon [:)]
OK here is the concept but to tell u guys now i cant get this all done in time. I will model him during my free hours if i get some[xx(]. But anyways this will be a preview of one of my characters for my website which im working on and should be up soon. I will post the WIP in the exhibition section for this character.
[img]http://www.members.optushome.com.au/cconcepcion/wip/exihibition.jpg[/img]
chris....[:D]
LOL thankx guys its a gigantic knife actually.
yeah i think there will only be inglis, aven and SB that will finish this comp...... [:D]
just upset that i can't do this one because high poly is me specialty (although still love low poly!!!)
oh wells have to wait for the next one [:D] hopefully there is plenty of time for the next one which includes texturing !!!
nice art man. the only thing is that looking at the lack of buldge on his pants, you can tell why he has such a big knife :D
i like the knife though. as we all know, an anime character is judged on the size of his/her weapon. that's why Tessai from Ninja Scroll rocked so damn hard.
i would definitely love to see him made up though.
Thats nutz dude, i love your style hey, even tho im not the biggest anime / manga fan in the world - your work is crazy - i still frequently swap to your money shot for your entry in the last poly comp as my desktop!!!!
But for the meantime Final Fantasy 12 resides,.. but i must admit i came THIS CLOSE to chucking that concept on there!!!
Keep up the good work man, thats nutz, truly nutz.
The Villain - Highpoly Challenge #1 - Lachlan I
im in for sure...havent decided on a concept yet...
Cool looking torso man, I think it's coming along great. I agree that the neck muscles are very large. Also the back muscles seem very large too. It might all make sense when you stick a head on it though, so I'll reserve judgement.
Just like to say your modelling style rocks! If you don't mind, what method of modelling do you use, and what package are you using? Also, are you using displacement maps for the finer details?
Thanks
I too would be interested to know how you have achieved such fine detail on his/her skin. Displacement, bump, or (hail or lord and master), actual polys? I dont see any point passing comment on the neck as you dont even have a head on there yet. There really isnt too much point making the neck perfect if you have nothing to connect it to. Going by the pic so far, Im sure that it will look very cool.
i have modelled the lowerbody now (including feet), will get some images up soon.
ive wipped off most the neck and am going to build a new one, the head i made doesnt suit. the neck would have worked if he had a big fat cavetroll like build. so i will be making anoter head, the first head i made i am happy with and will be using it in my demoreel anyway so its not a complete waste.
no hands yet.
on another note i am back working on my orc as well. i have managed to find a save that isnt too far back that isnt corrupt.
just have to uvwmap it again. so im just detailing that mesh and creating armour at the moment as well.
so i have this villain, orc and that beastie currently in the works...and a few other things i havent shown you guys.
thanks hazard.
sorry i havent posted any updates ive been working on a different model for the past week and a bit and havent opened it up to render some out.
where the hell is everyone elses progress...come on guys.
lot of people seemed keen - i hope you all come out of the woodwood before the end :)
small update:
[img]http://effectism.com/sumea/inglis_sumeahighpolycomp1_wip03.jpg[/img]
the area between the upper and lowerbody will be modelled :) i just got bored and started playing around with the front cloth.
Looks great. Very nice modelling Inglis. The legs are great and I love the vein work you've done. The calves especially look very convincing.
Something about the chest seems strange though. It does look awesome, but perhaps the muscles seem a bit taught. They seems like he is in mid flex, but then again, it will probably make more sense when you pose him.
Anyway, good job.
dude that mole near his belly button is exactly the same place mine is..... *freaky* although my friends used to call it cindy cos she was a model and she had one on her lip so we'd joke about mine being cindy mole.
looking very nice though, i suggest a really soft (touchable) looking skin for it too offset how buff and taught he looks that way it'll give it a tough but real/skin soft feel to it. but that's my opinion do whatever u like :)
The Villian - Highpoly Challenge #1 - USF
WAHOO! perfect Loc!
I was about to make this dude anyways and now I have a reason :)
My Vill is going to be the funky Ned Kelly!!
and yeah.. make him as he was.. not making him sci fi or something stupid like that :P
So yeah.. just thought I would snipe the guy before someone else did!
have a good one on me!!
USF
You might want to check out this:
http://www.glenharris.com/ironbark.htm
Its not so much highpoly though.
w00t finaly a update. Pitty it isn't much : /
I should have a heap more time so I should be able to get some stuff up faster.
Anywhooooooooooooo.
http://uniquesnowflake.web1000.com/sumea/Ned.html
The head was modelled off Neds Death Mask (plaster mold).
not perfect but the shape is there.
note: I don't know if my website will work. its being invaded with crap. so sorry if you get there website instead of mine.
The Villain - Highpoly Challenge #1 - GUIDELINES
Subject: The Villain
Highpoly Modelling Competition Guidelines
Villains are beings of infamy, not always evil, but always in the belief that the ends justify the means.
In most cases, they stand against the good guys. Examples of historical villains include, Hitler, Stalin, Josef Mengele, pol pot.
For this challenge you must either create your own villain (any genre) or recreate one from history, real or fictional.
Guidelines:
- Must be a humanoid
- Must be an original concept (unless you are recreating one from history, real or fictional.)
- Character has to be asymmetrical
- Character must have a prop
- Bump/displacment maps are allowed throughout the process and in final submission. no other texture is required.
- Character may be from any genre (fantasy, scifi, contemporary etc)
- Character may be cartoon
- Must show progress in the forum
- Character must be posed in final render
- You may use hair plugins for short hair, but long hair has to be modelled or opacity mapped.
Additional Notes:
- Provide some form of concept art, a doodle is fine.
- Do not use models prior made to the start date. Start everything from scratch.
- The challenge is modelling no texturing (beyond bump/displace if you choose to use it) is required.
Thread Syntax:
Use the following syntax when creating your challenge thread in the Sumea Modeller Challenge forum:
- The Villain - Highpoly Challenge #1 - (Your Name)
Final Submission must consist of:
- Wireframe orthographic views
- Render of posed character
- All images must be 800x600
End Date:
3rd December (8 weeks total)
This should be enough time for everyone to get it done. Its only modelling.
If there are laggers nearing the end we can always extend it a week or two.
With the open genre we should see many great variations on the topic.
Thats all - go crazy :)
quote:Originally posted by JonathanKerr
Another bad guy challenge?
I would have thought the comp was not so much the bad guy as the antagonist. This can include the misguided, the stupid the theologically opposed, the ideologically different. The spanner in the works for the hero or an important member of the forces opposed to the side that history has deemed right.
That was my take on it anyway.
Pantmonger
quote:Originally posted by JonathanKerr
Another bad guy challenge?
Why is there always such problems with the topics on this site.
Even the tightest topic thread can be widely different, basically its up to your imagination.
Cool topic Inglis and a good breakdown Pants.
If I can get some work out of the way I'm in this for sure, just don't want to start something and not finish again. [:(]
I would just like to introduce myself ans say hello. Mr. Bob of Sorcery told of this community a long time ago, and i have been lurking in the shadows for a while waiting for the right time to join.
I would love to part take in this little comp and i just have one question. I am fine showing images of progress, but can i just start a topic once my whole character is complete and bombard it with multiple posts showing my progress? just so save myself time and leave people in a state of curiosity.
please let me know.
i just thought that people may also bee interested in this database of tutorials. the majority are meant for Maya, but they can be adapted to other apps. most of the modelling tutes are also to do with high poly work, so a few people may find it useful.
http://www.learning-maya.com/tutorials.php
enjoy
Damn, I'd love to enter this one, high poly stuff is my favourite! Unfortunately I just signed up with a mod team, so I won't have much time left to do anything. Oh well, maybe in the next one.
Good luck guys, and congradulations to everyone who finished the last low poly challenge. Some good entries there!
I would like to do a model that I have started and have the concept for but, wish to remake. the face and a bit of the torso are the only parts I have but, this is of no use because I wish to start the character again (and will be anyway, but would like to do it for the comp) The main reason I want to do it is because I Love the charcters concept and he fits the comp well And I want something to push me into to finshing it. Also any advanage I may get will be countered by the fact that I'm starting late because I have been doing the polycount comp and it will be finshing in the next few days and I have just about finsh my model for it.
You know the character the one from the short flim we started.
Also from what I have seen so far most of you need to have the death line a little later, but 16 days it right by me to get the base model for the comp but another 2 weeks would be helpful.
Could you get back to me before this sunday when I will be getting over the firday and saturday by doing some art :)
I stand by my statement. Galvatron tha man.... er robot.
A deadline extension would be great. Three people quit work in the space of three weeks. I have been working a fair bit more and have not had time to scratch myself, let alone working on my character :(
Otherwise I will just finish her in my own time and wait for the next comp. Hopefully time will be a bit better by then.
I personally don't mind either way, but it would probably make more sense to call it off and let people work on it in their own time. I just think that it came at a bad time of the year. Any school students have a lot on their plates and anyone who works in the industry is busy with Christmas/New Year deadlines.
Start clean next year. Start the year off with a low poly challenge while deiscussing ideas for a high poly comp. Once the low poly one ends, the high poly is ready to take over, and just keep rotating. Just my thoughts though.
Start thinking about the next comp for sumea??
well i think it is safe to say that the Challenge #4 is now out of our hands. maybe this is the time to look to the next one and not have the huge grap bettween the Challenges like before. what do we all think. Should Challenge #5 start the ball rolling now so that the Challenge will up in about 4 weeks, not 8 weeks??
Ok this is just an idea that will probably be shot down in flames as it would be a bit of a task to do but? here it is anyway.
The idea.
Create a small collection (3 or 4 models) of RTS style models ie low poly count small textures etc. You would have to create an infantry unit a basic vehicle, a heavy vehicle, and a flying unit.
But the idea being that we pick a common setting/theme and divide the factions amongst us.
The thing that I think could be cool with this is that at the end we would have collection of basic models that could be turned by some of our coders (it they are keen) into a simple RTS.
Just thought I?d put it out there.
Pantmonger
environment... meh.. thats more in the realm of design, but yeah, it could be interesting to come up with a bunch of level objects and place them in a scene.. This type of thing would be more suited at a level design comp.
Characters are generally the most complex things you'll encounter in game art.. I think sticking with them is the way to go.
well, today i started my next spare time project, the environment of a 'fighting game level', target is <5000 triangles and 1024x1024 texture space.... just needed to pad out my portfolio with an environment piece
like the RTS units idea though. 6 units, total of 2000 triangles, total of 512x512 texture....?
quote:Originally posted by Malus
Probably a good idea to make it more open, like the topic example Makk used above pirates, they can be anything from cyborgs to black beard to disneys Hook but they still have decent constraints.
Malus: that was my point :), I left the fantasy out because I figured it was a given, in that we were dealing with demons.
I have a friend that wanted to join in the comp, but was turned away by the medieval/fantasy setting.
Pirates I think would be perfect, given the release of that new movie thats out.. Whats it called.. Tomb raider 2 (bwahah - yeah i kid - and yeah, not funny), depending on what kind of timeline we set, we can probably get more coverage for ourselves. (from fanboys searching for 'pirate models' through google maybe?)
Just a thought.
I think we should steer away from a character based challenge this time unless it's something light-hearted. All challenges have been character based so far and most of them fantasy based.
I like that RTS idea -- choose your own theme, though. Will allow for more interpretations.
Doords idea of doing something like normal mapping is great as well. For those of us that have always wanted to do it but haven't tried, this a prime opportunity.
To David Coen: Wouldn't a fighting game level have more than 5000 polys? I mean, the character counts for Playstation's Tekken 3 was 3000 polys per character. Doord has floated numbers in the 15000 range for characters in DOA3, so I wonder what the limits are for levels?
My idea for challenge is:
'Abandoned ruins' - build an environment within set poly/texture limit.
David Coen's idea for a 'fighting environment' would make for a good challenge as well. If we're still set on doing characters (coz they're fun!) then perhaps design a character that fits with it's environment and model it to suit console specs?. Probably harder than it looks. ie - Ken Masters SF2 background doesn't really fit him, although Guile's and Vega's do.
Someone (Doord I think) came up with the idea for the last challenge to design a level or character to fit in with an existing universe of an already released franchise/title.
Quite a good idea really.
Contestants would provide 2 images for reference to allow judges to see how their work fits in well.
Then they would model and texture in that style, after providing a concept.
Perhaps we could be limited to 5-10 game series to choose from so we dont get 'super happy go now japan obscurity title + alpha.'
Or even a variation on the ideas - a pirate ship (again, space through carribbean/disney), a pirate and an environment asset (eg the blind legless seadog tavern or the yet-to-be-constructed microsoft death star ;-)
On the coders-using-models idea, random terrain/map generation and rendering has to be one of the most popular hobby projects among programmers - could combine nicely with the modeller challenge if you guys would be willing to allow sumea coders to use the models.
How about this for something different: Sumeans pick a partner to do their challenge with. Duties for whatever the challenge are split between them in a set way or decide for themselves?
Encourages teamwork as well as responsibility. If one team member slacks off, well -- it's a call for the other team member whether they want to pick up their teammates ass.
I find the idea of collaboration with others interesting. I'm not sure how all dev houses work but as I understand it, some places have division of labour on the assets.
I saw something interesting on a forum ages ago, i think it was a mapping forum.
One level designer would make 1 room. They would then pass the room onto the next in the list who would add a room (without modifying the original). This continued for about 12 people. It was interesting to see whether people conformed and built upon what was already there, or just went their own way. I remember it being a very interesting level.
I'm not sure this applies to a challenge. It was however very cool because peoples' talents were all going into the same product.
Maybe each entry for the comp should be a response to a sequence of stimulai.
I dunno. Maybe i've got someone thinking =D
Cheers
quote:Originally posted by Doord
Should Challenge #5 start the ball rolling now so that the Challenge will up in about 4 weeks, not 8 weeks??
The reason I prefer long breaks inbetween challenges is that it gives those who took part in the last challenge a bit of a breather before heading right back into it again. I wouldn't want you guys to burn out! Ultimately, it is up to you guys when you want the next one, but I think a bit of a break inbetween challenges is a good thing. It'll also build up anticipation as well, and having challenges so far apart makes them an event, rather than an activity. The thing I would hate for people to do is say "I'll give this current challenge a miss, the next one is right around the corner".
quote:Originally posted by Makk
I think Jonathen's idea about the partners could be cool. But what happens to people who dont get picked??
Perhaps the option to work as a team could be the option. More creative control by yourself, but also more work to do, hence a tougher deadline. So entrants have the choice, but it's not mandatory.
Alternatively, we could put all contestants into a hat and souri can randomly draw out the pairs although I think it'd be best if people do the choosing themselves.
quote:Originally posted by Souri
The reason I prefer long breaks inbetween challenges is that it gives those who took part in the last challenge a bit of a breather before heading right back into it again. I wouldn't want you guys to burn out! Ultimately, it is up to you guys when you want the next one, but I think a bit of a break inbetween challenges is a good thing. It'll also build up anticipation as well, and having challenges so far apart makes them an event, rather than an activity. The thing I would hate for people to do is say "I'll give this current challenge a miss, the next one is right around the corner".
yeah sounds like the way to do things, I was just thinking that if we started talk about it now, we could come up with a cool idea that everyone would love to do and get more people again. Also I like to see what people want to do, you can start to tell what the people here at Sumea are into and what type of art they enjoy.
Also I'm not sure what other games developers do, but here at irrational, we have only really the two areas of art, asset builder, asset animator. I'm not sure what other studios do, would be nice to know.
But at the AIE tell you they have different modellers to textures, and I haven't seen it done. I know it isn't done but the contract studio working for irrational also.
i just made another thread about this... the idea of having a team project challenge
([url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=968"]Link[/url])
quote:Originally posted by Makk
I think Jonathen's idea about the partners could be cool. But what happens to people who dont get picked??
We've talked about partnering up (two artists in each team) in previous challenge discussions, and what I mentioned then was that by partnering up with someone, you essentially halve the amount of entries for the challenge. It would be good if we'd have at least 10 entries for something like that, and that would of course require 20 participants who will finish their entries - something we haven't been able to reach yet. Also worth noting is that if one person fails to complete their work, it'll mean two people are out of the challenge.
i like smeg's 'pass the level' idea. it dosnt have to be a chalenge though, we could just set it up as a little side project type thing. it would be cool.
as for the teams, even if their are only say 5 final entries that wouldn't be too bad i dont think. though there are less final submissions there are still the same amount of contestants. and i think the teamwork part will be the biggest draw, and seeing what other teams can come up with.
as for the rts idea with several models - rts games are generally very low poly/simple models. just submitting four i don't think is very interesting. i would rather see a limit of between 4 to say 10, and we can make any amount between. this way it's more of a collection. also the poly limit should be for each unit, not the whole - in an rts game you can have a lot of units at one time, of the same or different types. perhaps set certain unit paramiters (eg. infltry XX tirs, light units XY tris, heavy units XZ tris) and you mush have at least one of each, and no more than 2 of each, or something (maybe once you've done two of each you can fill the rest of the unit limit with whatever, but only 1 more of each type - basicaly to stop people onlymaking heavy units, or whatever has the higest poly count avaliable).
and that's all i can think of at this time[:)]
Sumea Challenge #4 Judges Viewing Thread
Competition Rules:
TOPIC:
Fantasy/medieval demonic darklord, the big bad guy/girl.(no sci fi)
STYLE:
Any you choose, manga, chibi, realism etc.
TECHINCAL CONSTRAINTS:
3500 polygons (tris)
1 x 512 or 4 x 256 texture sheet(s)
alpha map allowed.
no photosourcing, no cannabalism, no fan art models.
FOR SUBMISSION:
1. concept/reference art used
2. default software lit orthograpics (front, back, side etc)
3. untextured wireframe
4. uvw wire layout
5. texture flats
6. money shot - which can be lit and posed how ever you feel fit.
Note: Concepts not voted on (not everyone is Feng Zhu.)just whether you managed to adhere to you original idea and not deviate.
There are a few people who are missing some pictures for submission - you have a few days to send them my way before judging commences.
Judging Criteria
From [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=731&whichpage=5"]Pointy's suggestion[/url], Judges have three areas to judge, and rank the 15 challengers in each from 1st to last..
Rank each challenger on:
1: Concept (not the actual concept art piece, but the idea, creativity etc of the model)
2: 3D Mesh (Polygon mesh structure)
3: Texturing (UVW wire layout, quality of texture)
For example:
1: Concept
1st - Joe
2nd - Steve
3rd - Bob (and so on)
2: 3D Mesh
1st - Paul etc
Also please give a general comment on each entry, and your closing comments on the challengers.
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=952"]Challenger #1 - Adamant[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_MS.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_SL.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_TF.bm…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_WF.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C1-Adamant_WL.jp…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=822"]Challenger #2 - JacobT[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_CA.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_MS.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_SL.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_TF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_WF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C2-Jacobt_WL.jpg…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=808"]Challenger #3 - Smeg[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_CA.jpg[/…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_MS.jpg[/…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_SL1.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_SL2.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_SL3.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_TF.jpg[/…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_WF1.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_WF2.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C3-Smeg_WL.gif[/…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=888"]Challenger #4 - Animal[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C4-Animal_CA.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C4-Animal_SL.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C4-Animal_TF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C4-Animal_WF.jpg…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=786"]Challenger #5 - Pantmonger[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_MS…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_SL…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_SL…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_TF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C5-Pantmonger_WF…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=848"]Challenger #6 - Goodgod[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C6-Goodgod_CA.jp…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C6-Goodgod_CA2.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C6-Goodgod_SL.jp…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=857"]Challenger #7 - Nealb4me[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_MS.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_CA.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_SL.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_TF.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_view…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_view…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C7-Nealb4me_WL.j…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=874"]Challenger #8 - DavidCoen[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_CA…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_CA2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_MS…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_SL1…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_SL2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_TF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_WF1…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_WF2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C8-DavidCoen_WL…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=784"]Challenger #9 - Idaho[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C9-Idaho_MS.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C9-Idaho_SL.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C9-Idaho_WF.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C9-Idaho_WLTF.jp…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=860"]Challenger #10 - J.I.Styles[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_CA…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_MS…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_SL…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_TF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_WF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C10-JIStyles_WL…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=793"]Challenger #11 - Mark[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_CA.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_MS.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_TF.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_WF.jpg[…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C11-Mark_WF2.jpg…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=790"]Challenger #12 - Ironikart[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_CA…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_MS…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_SL…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_TF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_WF…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C12-Ironikart_WL…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=781"]Challenger #13 - SorcererBob[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C13-SorcerorBob_…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C13-SorcerorBob_…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C13-SorcerorBob_…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C13-SorcerorBob_…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=849"]Challenger #14 - Ninja[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_CA.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_MS.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_SL.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_TF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_WF.jpg…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C14-Ninja_WL.jpg…]
[url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=802"]Challenger #15 - Azmodai[/url]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_MS.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_SL.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_TF1…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_TF2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_TF3…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_TF4…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WF.j…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WL1…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WL2…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WL3…]
[img]http://www.sumea.com.au/simagesmisc/sumeachallenge/SC4_C15-Azmodai_WL4…]
Sumea Challenge #4 -3D- 'Adamant' - Challenger #1
Well here's my meagre attempt for the challenge. I had originally intended to go the whole hog and create a highly detailed modelled but I was in the middle of a freelance thingy and just couldn't spare the time. So I found myself with the past couple of days to spare and decided to submit something, anything, even if it's crap. The model weighs in at a puny 1946 Polys even though we had a budget of 3500 but I didn't have the time to go further. Here are some shots of my model (switching to spooky voice mode) - The Betrayer...
[img]http://www.adamant-ink.com/images/gallery/sumea/turnaround.jpg[/img]
[img]http://www.adamant-ink.com/images/gallery/sumea/turnaround02.jpg[/img]
Here's the mesh...
[img]http://www.adamant-ink.com/images/gallery/sumea/wiremesh.jpg[/img]
[img]http://www.adamant-ink.com/images/gallery/sumea/texturedmesh.jpg[/img]
UVW Map...
[img]http://www.adamant-ink.com/images/gallery/sumea/uvwmap01.jpg[/img]
[img]http://www.adamant-ink.com/images/gallery/sumea/uvwmap02.jpg[/img]
The texture map...
[img]http://www.adamant-ink.com/images/gallery/sumea/betrayertexture.bmp[/img]
The money shot (which has one of my digital matte paintings as a background)...
[img]http://www.adamant-ink.com/images/gallery/sumea/betrayerscene.jpg[/img]
And finally a quick animated walk test 270kb (you'll need divx 5 to view)...
[url]http://www.adamant-ink.com/images/gallery/sumea/walktest.avi[/url]
Cheers,
Adam
Sumea Challenge #4 -3D- 'Icespike'
Hi everyone, this is my first post on this site, and i think it's a brilliant site. Ok here's my concept entry, plz dont grill it too much, it's only my second go at doing anything illustrative with a gap of years between first and second. But i felt it was worth the effort for this comp. It's a powerful demon snake sorc with charm and mind control specialization, your basic hallugenic, but not restricted to, magic user. I wanted to try and go for something sexy, simple and deceptive, just because it aint beefy doesn't mean it cant kick ass using big bad ass black magic.[:)]
[img]http://homepages.ihug.com.au/~icespike/pics/Illustration.jpg[/img]
Here is my current wip, i should be finished modelling in a day or two, i may add minor spikes/horns or may not depending on how much it will affect the sexy look.[img]http://homepages.ihug.com.au/~icespike/pics/Shad%27zir%20wip.jpg[/img]
Looking good! The concept looks kinda like a mermaid gone evil, but I think that tail will be more snake-like when you model it.
www.snotmonster.com has a great edgemap plugin for max. I saw something I think Doord posted a while back about cloning the mesh and converting it to a shape, pushing it out and making the edges renderable, but a screenshot of the wires would be enough.
Thanks for the comments and i'll keep the purple skin in mind, and will definitely make two versions of skin colour and see which one i like best, i like the shading effect too [^], I've finished modelling and will be mapping over the next few days. I've managed to squeeze every drop of polygon goodness out of the limit so she's 3500 triangles.
Default lighting
[img]http://homepages.ihug.com.au/~icespike/pics/Completed%20Shaded.jpg[/img]
Shaded wires
[img]http://homepages.ihug.com.au/~icespike/pics/Completed%20wires.jpg[/img]
I might up the height of the breasts but it could look low because of the missing arms, i did use some.....ahem reference.[:D]
Sumea Challenge #4 -3D- animal - Challenger #4
[img]http://a.1asphost.com/animal/01.09.03-demonoverlord2.jpg [/img]
here's my concept, it's a bit sketchy and unfinished but it's got the point across. I've just started modelling it and i'll get a shot up of that soon. The armour and weapons are still being developed so they could look a bit different and after researching bat wings i've modelled the wings a bit more realistic structurally that these ones.
Anyway, hope ya like it and good luck to everyone else.
[img]http://a.1asphost.com/animal/texture.jpg[/img]
[img]http://a.1asphost.com/animal/uvmapping.jpg[/img]
[img]http://a.1asphost.com/animal/wires.jpg[/img]
[img]http://a.1asphost.com/animal/graphics.jpg[/img]
my internet has gone down so i had to upload these at a friends house, if i don't have everything needed i can probably have it up mid next week. i just hope i got enough to be entered, i mean i could even check what it needed, just tried to remember. this competiton gives me bad luck, i tried to enter the second round but my computer died about 4 days out from deadline and i didn't manage to get finished in time, any way i hope i got in this time.
chow
Sumea Challenge #4 -3D- 'Mojo'
arrhhh, finally got my act together to enter this :)
i used some Warhammer 40k reference for the breast-plate.
[img]http://users.bigpond.net.au/xander/images/wip/alex_concept_final_02.jpg…]
wip - 1556 polys so far, i plan on adding a small familiar/pet demon/dragon that flys around his head if i have enough polys to spare (concept later)
[img]http://users.bigpond.net.au/xander/images/wip/temp_slayer.jpg[/img]
i also plan on adding a lot more detail to the armour than is in the concept (straps, spikes, demonic mutation in some areas, desecrated holy parchments/symbols)... you get the idea.
half-arsed story? Once the greatest demon slayer in the land. [insert name] becomes posessed on his most difficult crusade. Is slain by his master and banished to hell. Resurected by Satan he now roams the land capturing souls for his demonic army for a final assault on Heaven (Something like SPAWN?).
Thanks Shard, his head is perhaps a bit small, I just wanted to make him look as beefy as possible. :) Also, the high detail in the head compared to the rest of the body can be a bit hard to look at (stands out).
I was going for the "Holy War/Crusade" theme with the armour:
[img]http://users.bigpond.net.au/xander/images/wip/ben_dogma.jpg[/img]
Sumea Challenge #4 -3D-'David Coen'- Challenger #8
[img]http://www.sumea.com.au/simages2/7_concept01.jpg[/img]
ok, so i need some texture practice, so i have been thinking about entering this competion.
references
Ossuary in Sedlec, Kutna Hora, Czech Republic
http://www.ludd.luth.se/users/silver_p/kutna.html
Doctor Johannes Faust Threefold Coercion of Hell
http://www.magitech.com/faust/caput_primum.html
[img]http://www.sumea.com.au/simages2/7_concept00.jpg[/img]
this was the alternative design i had been working on.....
ahh, Aziabel, the great sprit who appears as a little child, a Grand Duke of the Infernal Empire (sic. Faust)
Hey Kutna Hora!! I've been there!!
Its an amazing place, creepy but amazing, I also went to an Ossuary in Rome, full of dead mummified Cappucino Monks!? Cooooool.
I really like this concept David, especially the first one, the hands on his head are great and that loin cloth, ooh...ahhh.
So thats what my demon would give birth too hey. [:P]
Please, please I implore you, make this one shine.
thanks Malus/ Ninja/ Sorceror Bob.
as i said, the aim of this is texture practice, getting tablet tomorrow....
Malus, i will try to make it shine, but as always there are other things demanding my time, right now it is the final push to get all the game artwork for my main contract done...
will spend a little more time playing with the concept, but the first one is getting pretty close... the four arms would be fun in a game, but i don't think i could get them to look as good as a classical humanoid model (that sort of scale surface eats up a lot of surface space)....
[img]http://www.sumea.com.au/simages2/7_azia_prev01.jpg[/img]
wow, half a day so far on the textures, getting use to my new wacom tablet. sure beat the hell out of left handed mouse drawing....
@goodgod, well, i guess i could have done the usuall bull man with horns, but that didn't interest me that much... to me hell would be more phycologically deranged....
Trying out geodisic modelling Dave?
Still prefer the emaciatted look of the first concept, this looks a little fat in comparison, also whats happening with the flags? especially the bottom left corner.
The skulls on the flags are blocky too, maybe just take 1 or 2 out and add there polys betwen the others?
Textures looking good so far, looking forward to seeing those runes on his belly.
Nice work man.
I like the mini skulls you have textured, they are done well.
However the black bit under the chin is a bit too black.
Usually the darker the area on a skin tone, the stronger the saturation will be. I did a very quick paintover to show you.
[img]http://members.optusnet.com.au/~rowanfamily/paint.jpg[/img]
Here I chose a deep brown (based on the general tone of the face) and just painted over some of the black parts. I also increased the highlight of the eye to pop it out a bit more.
I hope this is of some help [:)]
[img]http://www.sumea.com.au/simages2/7_azia_prev06.jpg[/img]
@Idaho wacom intuos2 6x8... didn't get it the cheapest, but the most convienient.
@shadow panda, geodisic (according to me) is a mathematical definition reffering to geting the shortest possible straight line segments to represent a curved surface. i would describe my modeling as vertex by vertex, and i use a few topographical aspects of geodesic structures to help this process.... (as it gives the lowest breaking angle between the same number of triangles than any other form of modelling)
_edit, pic updated
[img]http://www.sumea.com.au/simages2/7_c4_money_00L.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_views_00L.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_textureflat_00.jpg[/img]
[img]http://www.sumea.com.au/simages2/7_c4_textureuv_00.jpg[/img]
well, i think i disqualified myself. there was no way i was going to get the tattoo on the flag into the creaces by hand so i used photoshop's 'displace' filter, which to my reading of the rules it a 'no no'... but anyway, here is Aziabel, Grand Duke of the Infernal Empire, 3500 triangles, 512x512 texture. I don't think it is finished, after putting so much work into the flag texture all the other textures look unfinished, so might leave it for a few days....
_edit, spelling
Why do you think that the use of a displacment filter would be a no no.
quote:
3500 polygons (tris)
1 x 512 or 4 x 256 texture sheet(s)
alpha map allowed.
no photosourcing, no cannabalism, no fan art models.
Thats was the only list of tech limits I knew of, did someone tack one on when I was not watching.
Pantmonger
quote:Originally posted by smeg
...so that means we can use lens flares and difference clouds?
>:)
Come here so that I may kill you. :P
But seriously there are uses for difference clouds, (eg, mottle colours and hues for human skin. Use the clouds with differing colours and overlay)
Sorry for the off topic
Pantmonger
Sumea Challenge #4 -3D-J.I. Styles- Challenger #10
'ello fellow sumeans - just thought I'd join the fray [B)]
Concept: Basic creature and weapon concept
The following is the basic design of my "bare" demonic overlord. As he is, he's minus his ceromonial/regal garb which I plan on concepting seperately once modelling is underway. I thought I'd also throw in a bit of originality to seperate my final from the others in that I plan on also making him his throne to sit at, within the limitations set.
Enough blabberising! show us the pic already damn yoooo! yeah yeah...
[img]http://www.garandnet.net/~malakai/content/bin/sumea_demon_concept1_fina…]
Crits, comments, sexual favours... all encouraged ;)
Quite cool looking concept although some proportional issues in the drawing (I'm a proportions Nazi)are evident. Either his biceps are too large, or his shoulders are too small. The pecs don't quite look right either - as the inner chest is very 'ripped' but the outer parts of the pectorals are very flabby. If you want it to look flabby, you should lose the definition in the middle of the chest.
I like the codpiece and the twin bladed lance/scepter.
Very nice shading. Any tips?
JonathanKerr: hehe, maybe not a proportions nazi... more of an avid proportions zealot ;)
You're absolutely right - his biceps are elongated and bulbous where there should be an inner indentation where the muscle wraps around and the cartledge starts too. There's many problems but I figure I've spent all the time I want to just to get his base idea across :) Call me lazy; I may fix him up in time for his final.
Ninja: Danke - although I got kind of fond of his original weapon *snicker* (sorry, bit of an in-joke there for those who know [;)] )
Piss_Poor: yah, it's sadly glaringly obvious - perspective and volumes have always been my weak points in 2D... I originally wanted the shaft to taper in and have the knobbed end (that sounds rather phallic), but the angle of his arm and hand and his shouldering it meant that I was also pushing it back which I obviously didn't compensate for in the blade [xx(]
Enough excuses! Back to work!!
Hey Styles, glad your entering the comp.
Interesting design. He looks crazy and unpredictable, good stuff.
Although I must admit, he looks to me like he is wearing a nappie (not the leather strap part). I dunno, maybe its just the way you shaded it or the colours or becuase its 2D.
Did you say you will including a throne as a part of the limit, does this mean with the 512 texture sheet, if so that would be quite a challenge :)
looking forward to seeing it finished.
Well I've been beavering away, getting him done...
Model work in progress:
[img]http://www.uploadit.org/files/200903-sumea_challenge_demon_model.jpg[/i…]
yup, playing around with the hands atm - just merging the weapon and it's tex coords into it so I can have his weapon in the specs with him - texture base nearly done, then it's down to detailing and making refinements to add realism like age spots, scarring, motley skin variations, etc
For that special oomph, should be very lord-like in the final with my special little spicey thang I'm planning [;)]
waiting to see JIStyles' spicey thang (so how is the weapon going?), but anyhoo,
biomechanics would have the arms/ legs getting longer as there are less digits on them.... FYI
my thoughts? any thoughts on making the head a bit smaller or moving the knees up or elbos down a bit? Quite liked the spindly metal clothing supports in the concept by the way....
welllll...
lookit that! He finally updated, the lazy git...
[img]http://www.uploadit.org/files/240903-sumea_demon_wip02.jpg[/img]
First texture pass - just getting in tones and colours, a lot of parts have only got flat colours and and base shading still.
so I haven't even touched lower arms/hands, horns/nails/toenails, skull string, "modesty flaps", shoulder brace, majority of the weapon.
Stuff you can't see is the little localised details - stringy saliva in the jaws and spittle coming off the tongue, remains of hair on the skull etc - hard to see in a still, but pops out in motion quite nicely - guess I'm just a sucker for this kind of little detail [:)]
daaaaaaaamn man !!! those textures are awesome !!! but i have to agree with jacobt though about the fingers cause the fingers on him now is skinny [:)] from the concept they look a little thicker and will pretty much suit the model... apart from that u have absolutely got it down exactly like the concept.....
great job as usual joel u always impress me with the way you texture. Very well done.
chris... [:)]
The fat rolls in the stomach look superb, but the chest is still anatomically incorrect. How can you have 'ripped' inner muscles in the centre of the chest but have saggy drooping areas in the lower part of the breast?
It's a very nice concept and great texture work, although it's a little bland for my tastes. On the plus side, it's also one of the best conversions of concept to 3d model.
BTW - where is the promised regalia? The costume is a bit simplistic.
Sorry if this sounds negative, not intended this way -- it's an excellent piece of work. It sounds like you weren't able to spend as much time on it as you wished.
Ooops - just re-read and realised that some extra texture work is still to be done. Apologies.
Sumea Challenge #4 -3D- 'nealb4me' - Challenger #7
Hi all,
Here is my concept for the comp. Its not my usual style, so i hope ya'll like it. I wont start modelling it for a while yet as i still have another 3 projects going at the moment. Suggestions please
[img] http://nealb4me.customer.netspace.net.au/site/Concept.jpg [/img]
Not bad - the proportions are a little off. Beef up the arms a wee bit, particularly in the bicep area.
It looks a bit like a polar bear (I think that may be due to the lightness of the scan), which I think would be a great idea for a demon. A hell which is cold - not hot. The old 'when hell freezes over' adage thrown out the window.
Don't know what to suggest really, but you need some sort of a motif or running theme throughout, there doesn't seem to be enough to the character. If it is a cold climate demon, then perhaps some sort of fur or viking style costume is needed.
Wow, there sure are a lot of entries!!
I like the idea of a wolf type character you have going here.
Suggestions would include losing the horns as I find they conflict abit with the wolfs head. Try keeping hi anatomy more wolf like as well (the legs for example) instead of humanish. I would beef up the anatomy a little too, giving him a bulky chest and arms. Maybe throw some dark fur (with stripes) and glowing eyes (glowing eyes = teh evilness!!!2# )into the mix as well.
Have you you ever played the game Black and White, they have great evil looking animals, you might want to check that out.
Thanks guys that really helps me out a bit.
I was deliberately keeping the arms slender but i guess thats not really the right way to go. I had experimented with human vs wolf hindlegs and found it really difficult to pull off the look that he is standing comfortably on hindlegs : As for the horns i think i'm going to keep those and give him some sort of slash marks across his skin and back area.
I will endeavor to update soon
I agree with Makk on the humanism issue of your concept, try deforming his shape, make it look more beast like, Hunched shoulders as if its not evolved to the degree that makes bipedal travel comfortable.
Also add some fur to areas of the body (shoulders, chest, forarms etc), that will help tie the body and head together and stop it from looking like the head is cut off an animal and pasted on a human.
quote:Originally posted by nealb4me
Thanks guys that really helps me out a bit.I was deliberately keeping the arms slender but i guess thats not really the right way to go.
It'd be fine, look at some of the slender demons on display already (Makk's entry springs to mind). It's just that you'd need to adjust the size of the head accordingly.
Even something like a tail would work - I don't think many entries have a tail -- there's some good scope for ideas there.
Ok I finally got this scanned. This is my new concept which i will start in 3d soon, i think it is a lot better what say u? I imagine it to be fighting off a pack of wolves in the snow and throwing them in the air all crazy-like. I have decided to call it "Arctic Demon"
[img]http://nealb4me.customer.netspace.net.au/site/beast front.jpg[/img]
this is a really cool sprite from ragnarok online (which i might add i know nothing about). You might find it useful.
[img]http://ragnarok.ogaming.com/content/images/gallery/albums/monsters/BIGF…]
here is the ragnarok image gallery. http://ragnarok.ogaming.com/content/images/gallery/
also http://iro.ragnarokonline.com/ -> features
some very nice work there.
cheers
Here we go, the first 3D shots. I noticed some weirdness with the edges not being exactly symetrical but it doesnt seem to affect the shading so it doesnt matter. I'm not used to low poly as much so go easy [:I] hehe
[img]http://nealb4me.customer.netspace.net.au/site/render_02%20copy.jpg[/img]
[img]http://nealb4me.customer.netspace.net.au/site/render_04%20copy.jpg[/img]
Nice shape overall (the rear shots are kinda cool :))... your first sketch had some nice musculature happening, maybe try to model by the beast's anatomy instead of overall mass.
There seems to be a quite a bit of polygons wasted, with the arms in yer second drawing, you could get away with a couple of loops for the elbow and that's it. Chop out any polys that don't add to the silhouette or contour.
Keep at it, start by chopping out those unused edges and then update again [;)]
Are the edges coming out unsymmetrical at render or in your viewport?
Heres a bit of an update with textures so far. Tell me what u think.
I am planning to redo the fur and also the head/arms are not yet completed (texture). I was wondering also if i could get away with a separate 256x256 for the head and a 512x512 for the body?
Also the eyes are not yet demonic enough, what do you think I can do with them? I was thinking removed with blood running down its face.
[img]http://nealb4me.customer.netspace.net.au/site/render_13.jpg[/img]
Yes you need more a stronger texture there for the fur, this one just looks like faint lines. Look at some pics of bear fur for an idea.
Well the rules say for one 512x512 texture sheet or 4 256x256 ones. Maybe use one 256 for the head and split the body into the other 3 texture sheets.
As for the eyes, well I think they are a little small firstly. Secondly the shape of the eye can give him more of a menacing expression. Adding those stripes of fur like on the second concept would help too.
Are those metal claws finished? the highlights on them look a little strange. It looks like you have painted the highlights the one colour, all the way around. The further down the spike the stronger the highlight would be, and at the top of the claw it wouldnt be as strong. Try adding a subtle texture overlay to the claw aswell.
I like dirt and discolouring of his fur, and the scars help too. good work there.
Hope this is of some help :)
I did a polar bear for sumea comp #3. If you like you can take a look at the fur texture I did for that. I used an offwhite for the base and burnt darker yellows over the top for the hair (along with a combination of some slight photosampling, which isn't allowed for this comp... but you can gain a bit of insight as to how the fur should look).
This is just my opinion I?m no authority on these things but I think splitting a 512 into 4 256 is a bad idea as with 4 smaller maps your uvws have to line up with more straight edges thus more wasted texture space in an organic model. With a single 512 you can interlock the textures more, jigsaw like and you only have half the area in straight lines to line up with.
To give that fur some depth and greater fur like qualities (I am assuming you are using Photoshop) make several layers use a drop shadow on each of these layers (just a little bit) and build up you fur layer by layer with darker fur at the bottom, lighter at the top. The drop shadow will add the depth.
Pantmonger
Hey here is my final entry, money shot and uv layout to come. Cheers for the comments guys they have helped me to reach this point. This is my first ever low poly character and I am quite pleased with the result, next time will be be twice as fast and twice as good :P I hope to have my site up soon so ya'll can check out my high poly stuff.
Pantmonger: I have gone with the single 512
ironikart: I had a look at your bear, I think u captured the fur really well however I wanted my character to be more dirty and scungy
Makk: I just gave him a bit of eye shadow to bring the eyes out more
[img]http://nealb4me.customer.netspace.net.au/site/Front_final.jpg[/img]
[img]http://nealb4me.customer.netspace.net.au/site/Rear_final.jpg[/img]
[img]http://nealb4me.customer.netspace.net.au/site/orthographics copy.jpg[/img]
[img]http://nealb4me.customer.netspace.net.au/site/main_tex_512.jpg[/img]
the claws came out well, but the poor guys look as if he hasent been fed in a long while, i tend to picture bears being a lot thicker.... and picking fur for a contest stipulating 'no photosourcing' is just machoistic, (i have only be able to 'draw' fur to date by using a scanner....)
something boring i tend to do on being asked to make 'animal based models' is to try and find some anotomical/ bone structure references to draw of any similar type creature to find out what the proportions could be like, otherwise 'people in rubber suit' desisease seems to infect the model....
so at the end of this comp, all the demond lords are going to fight?
Ok here it is in it's entirety, UV and money. Man that uv is embarrassing but anyway, hope u like and good luck to everyone, i've seen some very nice stuff so far.
[img]http://nealb4me.customer.netspace.net.au/site/UV_layout.jpg[/img]
[img]http://nealb4me.customer.netspace.net.au/site/money.jpg[/img]
Sumea Challenge #4 -3D- Ninja - Challenger #14
[8D]Hi all,
I dunno if im gonna have time to finish this but might as well join in just in case [:D]
Anyways here is my concept. Just to note now that he's appearance could change because i am going for a realistic looking devil instead of a anime type. Also he will have intricate details on his back/ spinal cords coming out of his back with wings. Sorry i did't draw it properly but oh wells you will see it on the final model.[:p]
Dunno when im gonna start modelling but hopefully sometime during september [:)]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_1sumea4.jpg[/img]
cool
your style is similar to the concept artist for the parasytic moon project www.parasyticmoon.com
looks cool, will be interesting to see how you de-manga-fy it in your model
quote:Originally posted by Souri
It would be an injustice if you didn't finish this for the challenge. That is one very nice looking concept [:)] Would be awesome if you modelled the proportions like that.
I agree. The proportions work well (although the perspective of the hands is a wee bit off). There's plenty of realistic demons in this challenge, a manga one wouldn't go amiss. Besides, I think part of the challenge is how close you stick to your concept. ie - as Malus put it, if you draw a realistic demon and then put forth a 4 foot dwarf, you could lose some marks (potentially).
Nice colouring style.
hehe Thankx Dean, Souri & jonathon [:)] Ill start modelling during september..... right now me too busy [:(] im just putting in little bits of time on it....
I will model the proportions exactly the same.... i just wish i drew the add ons at the back of him to show the rest of the detail..... Dean do i loose points for that ??? if i didnt draw it in the concept ? or do u guys want a better visualization on how he is gonna look like in the back view ?
once again thankx.....
Chris... [:)]
quote:[
War-head i would love to stik to the manga theme but unfortunately these days and for some weired reason i heard that a lot of games companies hate anime type of 3d models..... so im gonna try something a bit new but i wont stray from the actual concept.
That might be true, but I think that's due to a whole glut of wanna-be manga artists floating around who can't do anything aside from manga. 1 manga style and modelled mesh probably wouldn't hurt - it would show an ability to create assets in something that is not just realistic. Think about all the cartoony games out there - there are certain principles crossing over between them. Things like exaggerated size & proportions and facial feature expressions are similar in any style of cartoon rendering.
I do wonder if companys apathy towards manga style is limited to the Western companies. There's something about western manga that doesn't quite have the same vibe or look. I don't claim to be any expert on Japanese anime (although I've watched a few in my time) but I've yet to see a western company do a good take on Japanimation. Bungie did Oni - but even that wasn't quite 'right'. But don't let that put you off - it was more of an observation than anything else.
If you could render a model the way you've coloured your concept, I'd be pretty impressed. I'd like to see a watercolour style of textures. Even though there's a few anatomical issues with your concept, I think the colours give it a lot of 'flavour' and your own feel.
well jonathon u guys know my style as you would have seen in sumea challenge #3 and i have heaps of models that are in manga style...(which u will see on my coming website). So i think it is time for me to go for different flavours cause i am one of those wanna-be manga artists who had been doing manga all their life [:)]
and yes i can paint it exactly the way ive painted it on the concept but like i said i will try a realistic look for a change [:)] which i doubt he'll be changing much of his appearance.
thankx for the crits on me concept [:)] i know he does have heaps of anatomical issues and i will work on it on the model [:)]
WoW!@#! Ninja, I had no idea you were such a talented 2d artist. That concept blows me away, I really like it. Even though it's in a manga style, your colouring method is still quite original.
With the addition of wings, he should look demonic enough. I hope you texture him in a simlar method. It would be great to have the same dreamlike quality in the final render.
Good luck with it.
quote:Originally posted by Ionized
WoW!@#! Ninja, I had no idea you were such a talented 2d artist. That concept blows me away, I really like it. Even though it's in a manga style, your colouring method is still quite original.With the addition of wings, he should look demonic enough. I hope you texture him in a simlar method. It would be great to have the same dreamlike quality in the final render.
Good luck with it.
I agree. I'm trying to work out what it is that gives it that dreamy 'surreal' quality. I think that it's that there are no black outlines, most of the outlines are the colour of the inside colour - almost like an overlay.
Did you mostly use the airbrush tool for this? It would be good to see the texture the same way. I once saw an 'elven samurai' on either polycount or cgtalk and the pastel coloured texture just blew me away.
Actually that is my first experiment with the wacom tablet i bought as u can see im still a noobie with those improper brush strokes [:(] i used a lot of the smudge tool, burn and dodge.
Now the trick is using a softlight layer effect and a mix of colours that compliments its base colours. It is important to mix colours or else the image is flat. For the finally i added the luminance glow effect to have that hazy luminace glow feel on the specular highlights.
BTW : thankx ionized [:)]
blinks, interesting method, particularraliy if it gets you something that looks as good as your concept.
have been moving towards painting as much as possible on the same layer to try and get some more control over what things look like... (though still use and abuse the smudge tool and hard edge erasers)
so, do you think you are going to have time to model it?
DSC
Hey Chris, If you haven't started the model yet, here's a quote that I found RE:'manga style characters'...
"I would love nothing more than to create an entire game filled with anime and manga characters. A consistent, stylized (yet realistic) universe that has 3D characters built and animated in this style would make people's jaws drop. The challenge of making characters that would consistently fit that sort of style would also test the mettle of any 3D artist."
-Paul Steed (a man who knows his shit when it comes to 3D character modelling), Modeling A Character In 3DS Max
Well... Hope that gives you something to think about!
hehe i would love that too warhead [:)] exactly the same vision as Paul Steed (he rawks). Ill think about it but its all down to texturing ill see if i can do one manga shaded (my style [:)]) and try for a realistic texture shade. Im still quite crap at texturing and i got a long way to go.
thank u
chris...[:)]
Hi guys [8D]
i managed to find some time this weekend to model and unwrap[:0] i pretty much broke my ballz to do it... Oh by the way unfortuantely i cant do any more to the model cause i dun have anymore time to waste on it and i think ive optimised it enough. But i would love feedbacks and heavy crits [:)] im pretty sure someone will spot flaws, that i have missed. Also take note that some proportions to the concept have changed like the thick arms and hands. But everything still remains the same along with the additional wings and parts of the huge vertabraes exposing on his back...
chris.... [:)]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_2sumea4.jpg[/img]
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_3sumea4.jpg[/img]
As requested Dean here is the head snapshots. Dunno if its big enough though[xx(]. But i had a choice of either facial animation or detail and i went for detail for this poly limit because i dun want my model to be blocky and the detail is the most important... anyways here it is...
[img]http://www.members.optushome.com.au/cconcepcion/wip/wip_4sumea4.jpg[/img]
Looking great Ninja
very stylised, in your usual strong and confident way. Although I have to agree with Cheryl about how this could've been a very good opportunity to break from that mold to experiment with a bit of diversity in your design, I also think it's a very unique piece unto itself which carries over into the character well.
In terms of crits, it seems to lack an imposing presence I would personally associate with a lord/big bad guy/badass; seems to lend itself more to the upstanding Korean hero type [:)]
Only other thing would be the mesh cuts, especially in the face area - it's looking "pulled" instead of conforming to the surface curvature - it's not just a poly wastage problem, as it can also affect bad vertex lighting, and form so be wary of that. Otherwise, fantastic job :)
Sumea Challenge #4 -3D- goodgod - Challenger #6
[img]http://members.optusnet.com.au/~alma_asher/mainpic.gif[/img]
This is a fish like bug. It?s part of the final project for this comp. Do you like?
[img]http://members.optusnet.com.au/~alma_asher/mypic2.jpg[/img]
This is just a sketch of what the final model may look like. Tell me what you think.
[img]http://members.optusnet.com.au/~alma_asher/mypic3.jpg[/img]]
I modeled this today. I made the arms a little longer. hope you like it
looking sweet dude, your concept and model are spot on. pitty with games thats not always the best thing... In the fact that it looks like you have a heap of polies in a few areas where you can take them out. if this was your only model you would be fine but you still have to make your dude that the little bugger goes in. and something to make him look scary you know.. weapons.. etc..
while I was looking at your dude I thought it would be cool if you made the "host" or main body Transparent like a final fantasy "the Movie" ghost look. you could also put in some polies inside the body and use them to draw vains.
keep up the good work.
I unwrapped this days ago, but haven?t had the time to add it.
[img]http://members.optusnet.com.au/~alma_asher/mypic5.jpg[/img]
This is more concept I did so I can get a better idea of what the demon is going to look like.
[img]http://members.optusnet.com.au/~alma_asher/mypic4.jpg[/img]
please tell me what you think.
i forget the word for it from advertising, but there is the concept of after working on something for a while, to take a new peice of paper and just going crazy with the design to see if you can find some way of improving it. I look at this and wonder what it would be like if the bug was more dominant in the humanoid... ie. things like the tenticles coming out the ears or the tail and mass of the bug causing the torso and spine to arch out dramatically... or the humanoid hands now being useless and the tenticles have to do all the work.....
UniqueSnowFlake
So far the bug is only about 1600 faces, and personally I think that I?ve done a good job sharing the faces out evenly. As you should be able to tell by the concept art that I would not use the hole bug mesh but the eye and the tail only. The vanes idea is good but it just wouldn't work for the demon guy, but I do have some similar ideas for the bug like glowing arms. That?s why the vanes are glowing in the concept art.
That?s for the feedback.
Makk
Thanks for the complement, and yeah, I?m trying to make it as demonic as possible.
Dabidcoen
I just think that tentacles coming from his ears And all that other stuff that you suggested would be completely useless, and would not fit the character of the bug.
Even if it is useless, feedback is feedback, so thanks.
[img]http://members.optusnet.com.au/~alma_asher/mypic7.jpg[/img]
This is the big bad demon but it's not my entry in to this comp.
[img]http://members.optusnet.com.au/~alma_asher/mypic6.jpg[/img]
This is the model that I?m submitting in the comp.
I finished modeling and texturing both these models more then a week ago but I?ve been too busy this week to do anything else towards on the comp. Thank you for your time.
Sumea Challenge #4 -3D- Goldenchocobo
I started modelling this last week it seems to fit in with the comps specification so I'm entering.
this was the basic concepts. I never intended to make a model of a demon, I was just sketching on my tablet and drew something that kind of look demonic and it inspired me to model and it just evolved from there. I was originally planing on makeing him with wings but it just didn't seem right to me after a while so I scratched that idea.
[img]http://members.optusnet.com.au/silverchocobo/demon_concept1.jpg[/img]
this is what I have done so far. The face texture itself almost takes up a 512 so far but I'll shrink it to 256 for this comp so I have room to texture the rest of him.
[img]http://members.optusnet.com.au/silverchocobo/textured_horny_head_wire.j…]
I put the muscle structure on the texture to use as reference when I add shading. he is 3131 polys so far so i can still add a bit of detail or maybe give him a weapon.
[img]http://members.optusnet.com.au/silverchocobo/fullbody_update.jpg[/img]
that is looking quite nice but im concerned about some parts of the proportion [:)] like arms are a little short..... also his arse can be defined more its too small.... Dunno hes a demon it can take any form, size, and shape [:)] but man that is looking awesome so far........ keep up the good work [:D]
The arms seem correct but the ass does need some padding, even if its stylised, its a major muscle group for his leg movements and needs more bulk to get power.
I would also clean up the face, you have too many polys that aren't defining any shape, especially around the nose.
Awesome concept though, I really like the profile shots in the top right corner of the first image.
I would use some polys from the excess in the face to define more muscle shape but the abs can be done effectively with a texture, I wouldn't use geometry.
Nice start, look forward to seeing this one completed.
I think that face has the most character and professional look out of all the entries so far and a body that fits perfectly but.. nothing the arms are the right proportions and the arse is just a little small but easily fixed. I?m sure goldenchocobo can handle it.
Really like it.
Please comment on my work and share your artistic gift with me.
I've made the ass bigger and done a fair bit of the texturing I'm still debating weather to give him genital detail of and/or a weapon with the extra polys I've got to use[img]http://members.optusnet.com.au/silverchocobo/wire_lineup.jpg[/img]
Nice start Goldenchocobo.
I like the way you have painted the hair.
I assume you will be going in later and sharpening things up and adding more detials to the flesh, etc.
Im not much of a modeller so I cant really help out in that area, but it looks like you set up the face for face anims? if so I think that will look really cool.
quote:Originally posted by Goldenchocobo
I've made the ass bigger and done a fair bit of the texturing I'm still debating weather to give him genital detail of
I think the ass/hips might need to be adjusted still. Maybe he's just 'clenching'.
As for detail in the genital area - you could give him a raging phallus but I imagine you'd scare everyone away. Interesting tho' is that a lot of European demon pictures depict demons/Satan in that manner. I'd personally go the J.I Styles route and give him an ornate codpiece. He needs some adornments of some sort because despite the cool model, he's looking a bit bare.
Perhaps a necklace or armbands of some sort? Check some Final Fantasy pics of Ifrit or something.
Maybe an Akuma esk giant bead necklace.
This model looks well made, with the detail in the face being an obvious highlight, but... He does appear a bit dull (no offence) Nothing in particular brings out the Demon Overlord image to me. In my opinion he needs stuff. What stuff is up to you but he does need some stuff.
Pantmonger
Looks nice ari.
I can't think of any decent weapons suggestions, so i'll leave that one alone. What i would suggest is a bit more of that hair. Give him a hairy groin, hairy forearms, and hair anywhere else you see fit.
The hair on his head looks awesome, and it would really break up the rest of his body.
the arse is much nicer, it just needs to be hairy... :)
I've added hair here and there and changed his colour slightly to give him a heathier look. I think he looks less 'dull'. I don't want to add armour or clothes, it just doesn't seem demon like to me. I still may give him a weapon though.
http://members.optusnet.com.au/silverchocobo/head_turn.avi
http://members.optusnet.com.au/silverchocobo/turn_around.avi
Nice work so far. I like the hair and the muscalature is coming along well.
The ass is definately too small for the body and I think the rule for hands is that they should come halfway down the thigh. Yours are still a little too high. I think the area you might want to lengthen is between the bicep and forearm as he doesn't seem to have the dip that forms there, even on muscle men.
He would look cool with some tattos or scarification I think. Nice work, looking forward to seeing it finished.
Sumea Challenge #4 -3D- 'jacobt' - Challenger #2
Here's my concept for the demonic darklord. Gone through a couple of interations of the same theme and ended up here.
[IMG]http://www.jacobleetai.com/sumea/darklord_concept.jpg[/IMG]
Thanks Malus, made changes to the geometry around the waist especially and did a couple of biped tests... seemed ok. Probably be better when I paint the weights tho.
Yes my concept was a little rushed, unfortunately to get things to a nice level on paper I need to spend 2-3 days drawing, whereas I can model out my ideas much faster [V]
I have a quick question, does any weapon need to be included on the same poly budget & texture sheet? I am running a bit low but can make do if need be.
It is my understanding that with most comps if the character is to have a weapon then it comes out of the budget. This is usualy done so as to remove confusion from things like creatures that have weapons as part of them and stuff like that. (malus can confirm or deny this)
If you are running a bit low on polys you probably could reclaim a few from the vest thing as most of that extrusion could be faked with a texture. I like his head it looks commanding without being insane.
Pantmonger
Cool. It kind of has an angelic look to it. His wings would look great of they were burnt and ripped, like he is a fallen angel or something.
The head seems a bit far back, though I cant be sure from this angle. OR maybe its the chin, I think it slopes up a bit too much.
Other than that, it's coming along well.
Cheers Ionized, I think part of the weirdness around the chin area is that the chest is very puffed out - I'm texturing now so I'll review that afterwards.
Yeah the basic idea behind this guy is that his father was a demonic lord, who enslaved and corrupted an angelic being. So this is how their offspring turned out [;)]
edit: thought I'd put in an update for the texturing so far. The vest, belt and wings haven't been touched, while the some of the fleshy bits are still pretty wip [;)] Using a 1024 texture for now.
edit: updated images below
Here's the finished darklord. It is finished as there are many things that could be improved in another model. I will soon start a new one :-)
60% self lit:
[IMG]http://www.jacobleetai.com/images/darklordFinal.jpg[/IMG]
wire:
[IMG]http://www.jacobleetai.com/images/darklordWire.jpg[/IMG]
texture:
[IMG]http://www.jacobleetai.com/images/darklordTex.jpg[/IMG]
Final polycount is 3366.
Thanks guys, I agree with your crits and will try hard to do better next time [:D]
for the wings: I painted one feather and created a few different variations of it. They were arranged and laid over eachother with a shadow layer under each (heaps of layers!) Then each was dodged and burnt to add a little variation. Small chunks were erased from some feathers and then a few highlights were painted in to show the edges better. Finally a large overlay was added to tie them all together.
I'm thinking of ideas for his mother and father now. I would like to get some practice working on similar styles/themes across a few characters so this is a good oppurtunity to do so :P
Thx
Yes, the wings were excuted very nicely. Best part of the model :)
Overall its very good but I would add a little design or something to the chest cloth, its a little bit plain how it is.
Maybe also add some fleshy bits/gore around the back of his head were the horns come out You could also try bringing them out a bit more (enlarging them) to make them stand out more, I think that would also help make look alot more menacing. His shoulders also seem very large, but that doesnt look that bad.
When I look at the concept, then back at the finished model, I cant help but think they look alot different. The head and wings especially. Granted, you can stray a little from the concept but not to far. Maybe its just me that sees this, but I thought I should let you know.
I would suggest that you should (if you are able to) spend some more time fine tuning it abit more. But as it stands it looks good, but I think there is still some room for improvement :)
I was going for a subtle and non gore-ish demon here. I really don't think gore and flesh or bigger horns will help the design of this guy. The character evolved during the modelling and texturing process, imo for the better. Also it kind of came down to how good the piccies of bat wings vs eagle wings were down at the library [:p]
I've got some time this arvo,' I might design an emblem to go on his front.
Thx
[IMG]http://www.jacobleetai.com/sumea/sdl_money.jpg[/IMG]
[IMG]http://www.jacobleetai.com/sumea/sdl_ortho.jpg[/IMG]
[IMG]http://www.jacobleetai.com/sumea/sdl_wire.jpg[/IMG]
[IMG]http://www.jacobleetai.com/sumea/sdl_tex.jpg[/IMG]
The concept is at [URL]http://www.jacobleetai.com/sumea/darklord_concept.jpg[/URL] and the uv layout is at [URL]http://www.jacobleetai.com/sumea/sdl_uv.jpg[/URL]
Hope you like it, I can't wait to see everyone's entries pour in tonight [:D]
Sumea Challenge #4 -3D- 'UniqueSnowFlake'
Just posting up my concept.. the Legs and Shield were a little rushed I wanted to start modelling..
[url]http://uniquesnowflake.web1000.com/sumea/Sumea4.html[/url]
I think i would keep the axe with the polyies how they are, because looking at your concept you shouldn't have a problem getting under ther polycount. And alpha on things like that just doesn't look as powerful (weight) as it does build in full 3D.
I would make the wrings a little larger. I would personly build up the neck and shoulders, because of the size and weight in the head. But that is just me.
link fix:
http://uniquesnowflake.web1000.com/sumea/sumeademonhead.html
It looks like he'd have a bit of a hard time seeing where he's going, unless he's got some sort of sixth sense, which for this comp is entirely plausable. Got any more angles for us? I'd like to take a peek through his eye holes.
I put another picture up. has a bit of a back view.
Around the back of the head will be bandages.
and yeah. like the concept I'll texture in Cracks where he is looking though. Being the Overload and all I think he would be smart enough to be able to get around with limited vision.
I made the horns a little skinner. As farm boy 'doord' pointed out to me Horns can't be bigger then the area they come out of. just helps a little with that realism.
w00t! webpage is back up and all is peachy.
I modelled and textured up the shield and Axe the other day.
http://uniquesnowflake.web1000.com/sumea/shield_Axe.html
not the final texture but its a start.
oooh, i see you're getting better at texturing pete. looking good. might want to make those crossbars on the shield more defined though, they look painted on (i know they ARE painted on, but they shouldn't look it).
a technical question, does the characters weapons have to be within the poly count? and the textures on the character map? im assuming yes..?
model is pretty much done, so tell us some crits so I can make him a bit more sexy.
Poly Count at the moment = 3500
Dude = 2410
Imp = 420
Axe = 386
Shield = 128
Vodo doll = 156
http://uniquesnowflake.web1000.com/sumea/sumeademon.html
As usally for the last month my webpage is as unstable as a "Fli on Speed" So I'm unable to post the Wire up at the moment.. Yes there done.. just can't post them. So you will have to wait Malus so you can "Actually see something"
This is coming along well USF, Good clean, chunky model. The armour and horns look really nice too. You might want to add some more polys into the hands if you can spare them. The thumb seems to be growing out of the wrist.
I also agree you might want to spend some more time on the shield texture. The crosses dont look embossed enough. Maybe try deepening the shadows and adding some rivets or something.
Otherwise, it's looking great. Can't wait to see it finished :)
Was cool to see a heap of nice models for the challenge finshed all the best to the guys who finshed there stuff off. I went to camp on the weekend so it ate up my finshing time. I'll post a few pictures of where I was up to before I went on camp.
http://uniquesnowflake.web1000.com/Sumea/SumeaDemonGrey.html
As always I'd love your Crits/Comments.
Anyways back to work. Once again all the best to the guys who finshed.
(P.S. Camp was great [:D])
Sumea Challenge #4 - 3d - smeg - Challenger #3
"The Hogosha is a supremely placid creature, despite his size and strength. He had no desires other than to lead a peaceful existence.
He was summoned to join a demon army that would rise up against the growing human threat; a battle that could never be justified, nor won.
Refusing to join, Hogosha was cursed, and banished to a remote underground temple, where he guards a sacred artifact, unknown even to him. The curse ensures that upon failure of his task, his spirit will be cast into the netherworld.
Even though his flesh is long dead, Hogosha still stands his ground; a spirit, fighting only to survive."
[img]http://thevogts.customer.netspace.net.au/hogosha.jpg[/img]
This was a really interesting experiment for me. I?m never one for bio?s; in fact, I?m usually cynical of the character backgrounds I come across. But this challenge offered me an opportunity to remain within the guidelines laid down, and still come up with something different, which I felt (in the end) needed an explanation.
I was watching Princess Mononoke recently and was struck by the two-sided nature of most characters. Characters or beasts that seemed evil were often operating under the influence of another character, or simply struggling to survive in the only way they knew. (damn, studio Ghibli films are fantastic)
To cut a long story short, I did my best to create a character that isn?t evil by nature, but has the means and motivation to become a powerful adversary.
As far as the sketch is concerned, please don?t get hung up on muscle structure or skin tones. I?m experimenting with strange muscle structures and the idea of sagging muscle mass and wasting flesh. Oh yeah, and his pose is kinda goofy.
I'm quite a fan of this. I knew by your posts in the suggestions thread that you would do something different.
I wanted to do something like this, but didn't really have the guts and couldn't quite get it to work.
I like the Tibetan Monk colours and drapery as well as the torch lamp. Is he sort of like a clay creature who is partly unsculpted?
If you want to bring out his desperate side, perhaps a link between the torch and his eyes could be done.
Big kudos on the original design, however I think something needs to be done or conveyed to show his power or that he has power and doesn't use it. Or is that the whole point of this guy?
Malus, Ninja - thanks guys.
quote:Originally posted by JonathanKerr
I like the Tibetan Monk colours and drapery as well as the torch lamp. Is he sort of like a clay creature who is partly unsculpted?
Thanks. I'm intending to really go to town on some rotting flesh, but i don't really want that to be the focus of the character (i'm not going for an "urk, gross." reaction).
The unsculpted clay thing is a very cool idea though... [:)]
quote:...I think something needs to be done or conveyed to show his power or that he has power and doesn't use it. Or is that the whole point of this guy?
This is a good point. I've been considering ways off approaching this.
Essentially, i think i'll have to give him a magical slant. A large weapon (sword, axe, blade) wouldn't suit the character. But glowing carvings on his shoulder, chest and hand might just do the trick...
quote: Essentially, i think i'll have to give him a magical slant. A large weapon (sword, axe, blade) wouldn't suit the character. But glowing carvings on his shoulder, chest and hand might just do the trick...
Glowing glyphs or tattoos would work well. Perhaps if you've read Battle Chasers, there is a character in that called "Brass Demur" - he's night-blue but has these glowing gold/orange inscriptions that protection him from physical harm. I think something like a symbol in the centre of his forehead would be enough. The plain design of the character might end up polluted if he's covered in glyphs.
When I first saw the torch, I thought he was keeping someone's soul or something. Perhaps if he was keeping his own soul in the lantern, then he could have glowing eyes the same colour as whatever was inside. Glowing eyes are usually a pretty good way of conveying power.
For some reason he reminds me of an enemy in the Final Fantasy games (can't remember for the life of me what he's called) that is a small mole like character that is pretty much immune to magical and physical attacks. He has one physical attack that kills characters instantly.
Good to see another non traditinal take on demon lordship, it will be interesting to see how all these things turn out.
As for the FF creature comment, That would be one of my favorite creatures of all time.
Master Tonberry (Sometimes just 'Tonberry')
His knife attack is auto kill but it some times misses, but when he shakes his lantern at you its 'Everyones Grudge' and you take damage dependant on how many creatures you have killed thus far in the game. Hence major characters die real quick.
Pantmonger
You should have fun doing the flabby rolls Daniel, I really enjoyed my Tweedle dum/dee model because of the fatty rolls etc. With the polycount and the fact that hes really quite a basic form you could really make the definition stand out.
I like Jon's idea of his soul being in the lantern, the sacred artifact could be that very soul too.
My only critique is that i can't see a visual link to him being an overlord, the bio alludes to it but there isn't an obvious visual characteristic that portrays it.
The power wards etched into him might convey more authority,I was going to do that to my first concept, glowing runes are always a good look [:P].
Saying that I like the idea that his power is subtle and unconfronting...until you mess with him that is.
He looks sad, lost and trapped with those hollow eyes. I wouldn't change them much, if at all.
I'd make them a feature.
Maybe the only change would be a very small, subtle glowing ball of light (modelled) set deep in his skull, like a glimmer of his soul that remains?
This guy has alot of potential, but alot of room to go wrong too, good personal challenge there man. [:)]
I know you'll do him justice.
Perhaps you can bend the rules a bit.
In the background, draw a huge mass of demons, or a big silhouette implying that there is a massive army behind him.
This is definitely a character that you'd have to see in action before you could really see his power. Alternatively, draw another concept with Hogosha in a palanquin being carried by big 'fuck-off' demons. The more fearsome they are, the more impressive he seems.
You don't have to model them, but perhaps the palanquin could be added. Simply draw them in or illustrate them in your money shot pic.
Good points guys. I'm going to try to convey his power without outside influences (additional characters or image elements). His pose will need to be very deliberate...
Having said that, i'm also trying hard to ensure he looks cool if you don't know his story.
Malus, you probably wont be surprised to learn that i started with the eyes; the rest of the concept came later.
Hey Daniel,
Guess Who? It looks really good and I like the bio. Man you have improved alot since I last saw you. Last week I started modelling a demon creature and I posted it on Cgtalk. I got told about this comp and I think I'll enter it there seems to be great competition here.
I'm looking forward to see it complete.
later dude.[:D]
Damn, it has taken too long for me to get around to this.
This is the first real 3d i've done in a year. It also the first time I've used editable poly (very nice) because spline modelling sucks so bad.
[img]http://thevogts.customer.netspace.net.au/hogosha_wip.jpg[/img]
(sorry about the size of the image)
i'm just (EDIT) around 3.6k *damnit* (/EDIT) triangles atm. and obviously still has a way to go. As you can see i can still smooth things out a bit here and there, and i intend to try and spread the triangle density around more evenly ... is that what the youngens call it nowadays?
So, what do'ya think??
i have a history of getting this wrong, but it seems to look like a fair few more trinagles than 2000.... anyway, it is a nicly surface articulated model, though would be tempted to make some of the overhangs of cloth/flesh a bit bigger... would the belt need to be bigger, or are you trying to dramaticise the different masses by having a tiny belt....
DSC
[img]http://thevogts.customer.netspace.net.au/hogosha_wip2.jpg[/img]
3382 triangles (actually this time =D)
unwrapped, just not organised...
I think this character resembles more of the panda brewmaster in warcraft 3 than the tonberry, The panda doesn't look that toughis slow moving but can absolutely kick your butt given the chance. I like the concept plus the idea of runes etches even more. I think it will really add to the overall sense of it.
the brewmaster is a gimicky character put in because its a running joke in blizzards concept art.
it makes beer explosions lol. i wouldnt call it an evil demonic darklord.
my opinion is he looks like a friendly giant and not what i would call a "demonic darklord". it wouldnt take much to 'evil' him up :)
quote:
he doesnt seem very bad to me. and your bio at the start says he is a nice guy. whats the go smeg??
maybe you could spend a couple polys on a token skull?? lol
Earlier on in the thread, Smeg established the backstory. The key to this character was to show power and influence in subtle non-generic ways.
quote:To cut a long story short, I did my best to create a character that isn?t evil by nature, but has the means and motivation to become a powerful adversary.
... was what he said. I think it should stay that way -- it could affect how ambitious or oblique future entries are from other contestants if people are too afraid to deviate or try new angles on design briefs.
*insert opinion disclaimer here*
Sumea Challenge #4 - 3D - 'WAR-HEAD'
Hi... I hope I'm not too late for the party.
I have made a start on all of the previous modelling challenges here, however, I have unfortunately not been able to find the time to finish them. This is all going to change this time 'round... hopefully.
My concept for this challenge is a TANK of a demon lord... a modified take on the "traditional" style bad guy. I am basically just aiming for a mammoth of a guy so this is what i've come up with.
[img]http://www.boomspeed.com/warhead/DemonConcept.jpg[/img]
Well, as usual, all comments and crits welcome and appreciated.
Cheers.
*NOTE: Removed pics
Progress report...
Here's the model so far:
*NOTE: Removed pics of an almost finished model with a poxy tail
And here's the wireframe (just for Malus) :)
*NOTE: Removed wireframes of an almost finished model with a poxy tail
I have about 500 polys to go... I'm thinking of making a weapon and adding a few details. Any suggestions before i start UVMapping?
Thanks for the wires man hehe, I just don't understand why people don't post them, oh well. [:P]
First up I'd join the shoulders to the torso.
Unless it doesn't move all that much the tail won't deform properly with single segments, also the spike at the end looks just like a primitive object, give it some character.
Your on the right track.
i agree with malus there i rekon deform the tail more so it just doesnt look like a sphere [:)] also i rekon the hind legs are a little thin it just looks like his body is bigger which seems that he is gonna have trouble supporting himself [:)]
but apart from those things execellent job keep it up [:D] would love to see him textured [:)]
Quick update...
I've just started texturing... and unfortunately, I won't be getting my Wacom until after the comp. Guess I'll have to stick to mouse-painting for this model.
I made a few changes to the mesh since last post. I fixed the shoulders and tail, and gave him a weapon. He's fully skin-mapped and rigged... pretty much ready to go apart from the textures.
Sorry if you can't see all of this too clearly in the pic, but I got bored and did a bit of experimentation.
[img]http://www.boomspeed.com/warhead/Preview_01.jpg[/img]
P.S. I have also removed the pics from my previous posts except my main concept.
I think your not using enoough colours for your skin tones. I look at the face and only see two reds (light, dark) and black. Use a range of colours (A few different lights and darks) and try not use black for the shadows, try using a more saturated (deeper) version of red instead. This wil help out on another aspect that could be improved. That is, there is a lot of contrast on the face. Meaning you have gone from light to dark (or vice versa) very quickly and there is very little midtone.
I like the way you are going in terms of design (the facial tats look really cool and I like his expression), But i feel there is ways in which you can improve it the excution of it.
Hope this is of some help, good luck :)
Sumea Challenge #4 -3D- azmodai - Challenger #15
Just announcing that I'll be partaking in this competition. I'm not amazing at concepts or modelling, but there is only one way to learn, by doing the work.
Being a old D&D player, I wanted to do somethinge elfish and of course, evil. This is Rae`Nar, Dark Elf Sorceress
quote:Originally posted by Malus
very cool, Should look good in 3D.
Looks like you and I are the only ones doing women so far.
I'd just like to add that my demon is asexual (it's not like you can see under the human loincloth, is it?)
Cool concept in the 'Elvira' vein of things. Her legs are quite chunky in comparison to her waist and upper body.
I like the costume, 'tiara' and staff. A nice gothic feel.
azmodai:
Ok first up, the thread says no fan art models so you'd have to do a new concept to be elligable to enter.
Secondly you stated it was your concept, I'm not going to say you tried to openly lie but you might want to be careful with things like that as artist generally don't take kindly to plagarists, infact they tend to skin them alive.
So if you still want to be involved in this challenge please remove that image or at the very least only use it only as a reference to create some thing original and give the artist who did do it the credit they deserve, better yet make sure they give you permission to use it.
People lets just remember that others work hard on building a name for themselves with their art and taking shortcuts and lying will only hurt your chances in the end.
Shard: There are so many concepts out there its hard to know who did what but thanks for being vigilant on this occassion, it shows someone, somewhere will know if you try and pull a swifty.
I'd just like to give Azmodai a chance to explain himself before we tear him apart though ok.
Hopefully he will do the right thing, plagarism of an artists work isn't just immoral its highly illegal, hes lucky you found it and not the author.
Let's not get into a whole character assassination on someone in the forum, and move on from here. Azmodai, you're more than welcome to come up with a new original concept and take part in the challenge. I know that everyone isn't quite as adept at concepts, and it's ok to draw influence from other designs, but that concept borrows a bit too much from the original.
Christ, I had forgotten completley about that.
To explain, I have a dozen or so sketchbooks from long ago ( 3 or 4 years ago), while looking for a concept, I took a trip though some old sketchbooks of mine, and came across the image in an line art form which I now realise I must've copied from that book.
Not being a player of the warhammer fantasy battle game, I couldn't remember if and where that image had been taken from, and the image being in my sketchbook, I wasn't thinking that I would have done a direct copy of the image, which is why I figured I'd use it. ( I really should check all those old sketches of mine someday )
Of course, when SHaRD posted that picture, its pretty obvious where I took that picture from, some years ago.
So I apologise to you all, It wasn't intentional by any means, just a minor screwup brought about by a lack of creative thought when I was searching for images to work with.
It shall be removed
Azmodai: Thanks for clearing that up and I look forward to your concept.
Well at least its highlighted how important it is to be honest and careful about what you post.
As Souri said using other peoples work as creative references is fine in this challenge, I would actually recommend it to those who don't feel comfortable creating a design from scratch, just remember to give the artist(s) credit and make sure the end design is only based on the reference(s) so as to avoid it looking directly copied.
heh understandable :) im sure we as artist can understand that
Please dont hold and hard feelings against myself az. i did probobly sound harsher than i intended but i wanted to make sure you/anyone isnt using someone else's concepts
anyways GL I hope to see what you come up with, at least you entered hehe maybe i should think about it :D
Of course theres no hard feelings Shard, its good that you pointed it out now, before I spend another moment of time modelling up a character that would've been disqualified. I simply should've checked the sources of my sketches before deciding to use them.
I'll just have to use some creative talent and actually do my own concept this time ;)
I sat down and did some sketching today, I've decided to go with this concept at the moment, as its in the same style as the last image ( I have a fondness for goth elves )
Chlonath, Bone Witch
Her story is that she was an adept elf soceress, but dabbled in the wrong arts, made a few mistakes and managed to kill someone with her magical stupdity. Of course people found out, and decided she was to die for her crimes.
To avoid her death, she made a pact with the once-long-thought-dead skeleton god, to grant her powers to defeat her new found enemies and survive.
Her pact came at a price though, the skeleton god deformed and twisted her body and mind, transforming her arm into skeleton bone, animated only through dark powers, bone spires grew from her back. The skeleton god was not satisfied with transforming her body, but also perverted her mind, turning her mind to that of near pure evil.
Now, Clonath's only goal is to please her god, as the sole figurehead of the skeleton god, she brings death and worse to the dead gods enemies.
The base line art
[img]http://www.users.bigpond.net.au/azmodai/sumea/1base.jpg[/img]
A sample colouring
[img]http://www.users.bigpond.net.au/azmodai/sumea/1.jpg[/img]
It has been a while since i've posted. due to real life (tm) obligations and decidely unfriendly internet connections.
However, my bone witch has been worked on Chlonath - my bone witch. I've just finished putting some touches on the model, and i'm going to add a few more triangles to her face before texturing her up, hopefully still in time to participate in this contest.
some ( pretty much final ) in-progress shots. I'm currently sitting on a healthy 3457 triangles so far.
A 4panel shot.
[img]http://www.users.bigpond.net.au/azmodai/sumea/bonewitch_4panel.jpg[/img]
A boring pose.
[img]http://www.users.bigpond.net.au/azmodai/sumea/finalbuild.jpg[/img]
it was considered, but considering her height, it would probably look consderiably out of place, i've somewhat extended the concept into a more narrow face, as when the texture rocks around, I want her to look deathly pale and tight skinned, looking close to death, of course, which should play out well in her lighter complexion.
Sumea Challenge #4 -3D- 'Meatex'
Just committing myself to this thing
even if i am way out of my league here :P
I looked at a couple of concepts and i am stuffed
i still have to do alot of work on my drawing skills and i do mean alot.
Ah well its something to do that isn't bludging and watching anime all the time :D
Sumea Challenge #4 -3D- 'Me109'
Stage 1 concept for the comp [img]http://www.sumea.com.au/simages2/174_warlock.jpg[/img]
[img]http://www.sumea.com.au/simages2/174_2ndStage01L.jpg[/img]
This is my stage 2 design for the model comp... I've upped the level of complexity while trying to maintain continuity..
although I missed out a bunch of fine detail.. stuff that can added with textures etc.. I think I've cut it out for myself in having to model this beast... ahhhh!!!
[img]http://www.sumea.com.au/simages2/174_BM01L.jpg[/img]
Just an update on my progess on modelling... swords are done and the bottom half of the monster dude... currently this mesh with 2x swords comes in under 1400 polys [:D]
Looks to be coming along nicely. When I first saw your concept I thought... geez this will be hard to pull off, but now I think I can see it can be done [:)]
Do you have anything in mind for what sort of colours you'll use? I reckon a muted colour scheme would be best, and try to bring the heads out with a brighter colours etc.
Keep going [:D]
I think you're better off making the thigh bone a bit larger. The thigh bone is the largest bone in the human body, and I'm aware that this isn't a human but even in animals like chickens, the thigh is always longer than the shins. Same goes for other animals like cows, dogs, cats etc... all the power for walking comes from the hips and thighs, the lower limbs on the legs are stabilisers.
Does anyone else agree with this?
*cough*